GridPoint and GridPointState Python objects now store (grid, x, y)
coordinates instead of raw C++ pointers. Data addresses are computed
on each property access, preventing dangling pointers after vector
resizes.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
UIEntity::init() stored self->data->self = (PyObject*)self with
Py_INCREF(self), creating a reference cycle that prevented entities
from ever being freed. The matching Py_DECREF never existed.
Fix: Remove the `self` field from UIEntity entirely. Replace all
read sites (iter next, getitem, get_perspective, entities_in_radius)
with PythonObjectCache lookups using serial_number, which uses weak
references and doesn't prevent garbage collection.
Also adds tp_dealloc to PyUIEntityType to properly clean up the
shared_ptr and weak references when the Python wrapper is freed.
Closes#266, closes#275
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace ~230 occurrences of PyObject_GetAttrString(McRFPy_API::mcrf_module, "TypeName")
with direct &mcrfpydef::PyXxxType references across 32 source files.
Each PyObject_GetAttrString call returns a new reference. When used inline
in PyObject_IsInstance(), that reference was immediately leaked. When used
for tp_alloc, the reference required careful Py_DECREF management that was
often missing on error paths.
Direct type references are compile-time constants that never need reference
counting, eliminating ~230 potential leak sites and removing ~100 lines of
Py_DECREF/Py_XDECREF cleanup code.
Also adds extractDrawable() helper in UICollection.cpp to replace repeated
8-way type-check-and-extract chains with a single function call.
Closes#267, closes#268
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
All 27 PyTypeObject declarations in namespace mcrfpydef headers changed
from `static` to `inline` (C++17), ensuring a single global instance
across translation units. This fixes the root cause of stale-type-pointer
segfaults where only the McRFPy_API.cpp copy was PyType_Ready'd.
Replaced ~20 PyTypeCache call sites and 2 PyRAII::PyTypeRef lookups with
direct &mcrfpydef::Type references. Deleted PyTypeCache.h/.cpp,
PyObjectUtils.h, and PyRAII.h (all were workarounds for the static bug).
228/228 tests pass.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Full screen "wasm-game" for viewport compatibility between desktop and
web interfaces. Viewport modes ("fit", "center", and "stretch") should
now work the same way under WASM/SDL and SFML. This should also enable
android or web-for-mobile aspect ratios to be supported more easily.
- Add ensureRenderTextureSize() helper that creates/resizes renderTexture to match game resolution
- Add renderTextureSize tracking member to detect when resize is needed
- Call helper in constructor and at start of render() to handle resolution changes
- Clamp maximum size to 4096x4096 (SFML texture limits)
- Only recreate texture when size actually changes (performance optimization)
closes#228
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
UIDrawables placed in a Grid's children collection now have:
- grid_pos: Position in tile coordinates (get/set)
- grid_size: Size in tile coordinates (get/set)
Raises RuntimeError if accessed when parent is not a Grid.
UIGrid only gets grid_pos (grid_size conflicts with existing property).
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- #212: Add GRID_MAX (8192) validation to Grid, ColorLayer, TileLayer
- #213: Validate color components are in 0-255 range
- #214: Add null pointer checks before HeightMap operations
- #216: Change entities_in_radius(x, y, radius) to (pos, radius)
- #217: Fix Entity __repr__ to show actual draw_pos float values
Closes#212, closes#213, closes#214, closes#216, closes#217
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add methods to apply HeightMap data to Grid walkable/transparent properties:
- apply_threshold(source, range, walkable, transparent): Apply properties
to cells where HeightMap value is in the specified range
- apply_ranges(source, ranges): Apply multiple threshold rules in one pass
Features:
- Size mismatch between HeightMap and Grid raises ValueError
- Both methods return self for chaining
- Uses dynamic type lookup via module for HeightMap type checking
- First matching range wins in apply_ranges
- Cells not matching any range remain unchanged
- TCOD map is synced after changes for FOV/pathfinding
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
McRogueFace needs to accept callable objects (properties on C++ objects)
and also support subclassing (getattr on user objects). Only direct
properties were supported previously, now shadowing a callback by name
will allow custom objects to "just work".
- Added CallbackCache struct and is_python_subclass flag to UIDrawable.h
- Created metaclass for tracking class-level callback changes
- Updated all UI type init functions to detect subclasses
- Modified PyScene.cpp event dispatch to try subclass methods
After #184/#189 made GridPoint and GridPointState internal-only types,
code using PyObject_GetAttrString(mcrf_module, "GridPoint") would get
NULL and crash when dereferencing.
Fixed by using the type directly via &mcrfpydef::PyUIGridPointType
instead of looking it up in the module.
Affected functions:
- UIGrid::py_at()
- UIGridPointState::get_point()
- UIEntity::at()
- UIGridPointState_to_PyObject()
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Changes:
- Default Grid center now positions tile (0,0) at widget's top-left corner
- Added center_camera() method to center grid's middle tile at view center
- Added center_camera((tile_x, tile_y)) to position tile at top-left of widget
- Uses NaN as sentinel to detect if user provided center values in kwargs
- Animation-compatible: center_camera() just sets center property, no special state
Behavior:
- center_camera() → grid's center tile at view center
- center_camera((0, 0)) → tile (0,0) at top-left corner
- center_camera((5, 10)) → tile (5,10) at top-left corner
Before: Grid(size=(320,240)) showed 3/4 of content off-screen (center=0,0)
After: Grid(size=(320,240)) shows tile (0,0) at top-left (center=160,120)
Closes#169🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
BREAKING CHANGE: Constructor keyword argument renamed from `click` to
`on_click` for all UIDrawable types (Frame, Caption, Sprite, Grid, Line,
Circle, Arc).
Before: Frame(pos=(0,0), size=(100,100), click=handler)
After: Frame(pos=(0,0), size=(100,100), on_click=handler)
The property name was already `on_click` - this makes the constructor
kwarg match, completing the callback naming standardization from #139.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add SpatialHash class for efficient spatial queries on entities:
- New SpatialHash.h/cpp with bucket-based spatial hashing
- Grid.entities_in_radius(x, y, radius) method for O(k) queries
- Automatic spatial hash updates on entity add/remove/move
Benchmark results at 2,000 entities:
- Single query: 16.2× faster (0.044ms → 0.003ms)
- N×N visibility: 104.8× faster (74ms → 1ms)
This enables efficient range queries for AI, visibility, and
collision detection without scanning all entities.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Problem: EntityCollection iterator used index-based access on std::list,
causing O(n) traversal per element access (O(n²) total for iteration).
Root cause: Each call to next() started from begin() and advanced index steps:
std::advance(l_begin, self->index-1); // O(index) for linked list!
Solution:
- Store actual std::list iterators (current, end) instead of index
- Increment iterator directly in next() - O(1) operation
- Cache Entity and Iterator type lookups to avoid repeated dict lookups
Benchmark results (2,000 entities):
- Before: 13.577ms via EntityCollection
- After: 0.131ms via EntityCollection
- Speedup: 103×
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Remove color, color_overlay, tilesprite, tile_overlay, uisprite from
UIGridPoint - these are now accessed through named layers
- Keep only walkable and transparent as protected GridPoint properties
- Update isProtectedLayerName() to only protect walkable/transparent
- Fix default layer z-index to -1 (below entities) instead of 0
- Remove dead rendering code from GridChunk (layers handle rendering)
- Update cos_level.py demo to use explicit layer definitions
- Update UITestScene.cpp to use layer API instead of GridPoint properties
Part of #150 - Grid layer system migration
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Add `layers` dict parameter to Grid constructor for explicit layer definitions
- `layers={"ground": "color", "terrain": "tile"}` creates named layers
- `layers={}` creates empty grid (entities + pathfinding only)
- Default creates single TileLayer named "tilesprite" for backward compat
- Implement dynamic GridPoint property access via layer names
- `grid.at(x,y).layer_name = value` routes to corresponding layer
- Protected names (walkable, transparent, etc.) still use GridPoint
- Remove base layer rendering from UIGrid::render()
- Layers are now the sole source of grid rendering
- Old chunk_manager remains for GridPoint data access
- FOV overlay unchanged
- Update test to use explicit `layers={}` parameter
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Adds a sub-grid system where grids larger than 64x64 cells are automatically
divided into 64x64 chunks, each with its own RenderTexture for incremental
rendering. This significantly improves performance for large grids by:
- Only re-rendering dirty chunks when cells are modified
- Caching rendered chunk textures between frames
- Viewport culling at the chunk level (skip invisible chunks entirely)
Implementation details:
- GridChunk class manages individual 64x64 cell regions with dirty tracking
- ChunkManager organizes chunks and routes cell access appropriately
- UIGrid::at() method transparently routes through chunks for large grids
- UIGrid::render() uses chunk-based blitting for large grids
- Compile-time CHUNK_SIZE (64) and CHUNK_THRESHOLD (64) constants
- Small grids (<= 64x64) continue to use flat storage (no regression)
Benchmark results show ~2x improvement in base layer render time for 100x100
grids (0.45ms -> 0.22ms) due to chunk caching.
Note: Dynamic layers (#147) still use full-grid textures; extending chunk
system to layers is tracked separately as #150.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements ColorLayer and TileLayer classes with z_index ordering:
- ColorLayer: stores RGBA color per cell for overlays, fog of war, etc.
- TileLayer: stores sprite index per cell with optional texture
- z_index < 0: renders below entities
- z_index >= 0: renders above entities
Python API:
- grid.add_layer(type, z_index, texture) - create layer
- grid.remove_layer(layer) - remove layer
- grid.layers - list of layers sorted by z_index
- grid.layer(z_index) - get layer by z_index
- layer.at(x,y) / layer.set(x,y,value) - cell access
- layer.fill(value) - fill entire layer
Layers are allocated separately from UIGridPoint, reducing memory
for grids that don't need all features. Base grid retains walkable/
transparent arrays for TCOD pathfinding.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
compute_fov() was iterating through the entire grid to build a Python
list of visible cells, causing O(grid_size) performance instead of
O(radius²). On a 1000×1000 grid this was 15.76ms vs 0.48ms.
The fix returns None instead - users should use is_in_fov() to query
visibility, which is the pattern already used by existing code.
Performance: 33x speedup (15.76ms → 0.48ms on 1M cell grid)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
- Add cache_subtree property on Frame for opt-in RenderTexture caching
- Add PyTexture::from_rendered() factory for runtime texture creation
- Add snapshot= parameter to Sprite for creating sprites from Frame content
- Implement content_dirty vs composite_dirty distinction:
- markContentDirty(): content changed, invalidate self and ancestors
- markCompositeDirty(): position changed, ancestors need recomposite only
- Update all UIDrawable position setters to use markCompositeDirty()
- Add quick exit workaround for cleanup segfaults
Benchmark: deep_nesting_cached is 3.7x faster (0.09ms vs 0.35ms)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements multiple mouse event improvements for UI elements:
- Mouse enter/exit events (#140): on_enter, on_exit callbacks and
hovered property for all UIDrawable types (Frame, Caption, Sprite, Grid)
- Headless click events (#111): Track simulated mouse position for
automation testing in headless mode
- Mouse move events (#141): on_move callback fires continuously while
mouse is within element bounds
- Grid cell events (#142): on_cell_enter, on_cell_exit, on_cell_click
callbacks with cell coordinates (x, y), plus hovered_cell property
Includes comprehensive tests for all new functionality.
Closes#140, closes#111, closes#141, closes#142🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Breaking change: callback property standardized to on_* pattern.
- `drawable.click` → `drawable.on_click`
Updated all C++ bindings (8 files) and Python test usages.
Note: src/scripts changes tracked separately (in .gitignore).
This establishes the naming pattern for future callbacks:
on_click, on_enter, on_exit, on_move, on_key, etc.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
UIEntity now has a `.grid` property with getter/setter:
- entity.grid # Get current grid (or None)
- entity.grid = grid # Move to new grid (auto-removes from old)
- entity.grid = None # Remove from current grid
Also fixes UIEntityCollection.append() to properly implement the
documented "single grid only" behavior - entities are now correctly
removed from their old grid when appended to a new one.
This matches the parent property pattern used for UIDrawables.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Parent-Child UI System (#122):
- Add parent weak_ptr to UIDrawable for hierarchy tracking
- Add setParent(), getParent(), removeFromParent() methods
- UICollection now tracks owner and sets parent on append/insert
- Auto-remove from old parent when adding to new collection
Global Position Property (#102):
- Add get_global_position() that walks up parent chain
- Expose as read-only 'global_position' property on all UI types
- Add UIDRAWABLE_PARENT_GETSETTERS macro for consistent bindings
Dirty Flag System (#116):
- Modify markDirty() to propagate up the parent chain
- Add isDirty() and clearDirty() methods for render optimization
Scene as Drawable (#118):
- Add position, visible, opacity properties to Scene
- Add setProperty()/getProperty() for animation support
- Apply scene transformations in PyScene::render()
- Fix lifecycle callbacks to clear errors when methods don't exist
- Add GameEngine::getScene() public accessor
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Breaking change: UICollection.remove() now takes a value (element) instead
of an index, matching Python's list.remove() behavior.
New methods added to both UICollection and EntityCollection:
- pop([index]) -> element: Remove and return element at index (default: last)
- insert(index, element): Insert element at position
Semantic fixes:
- remove(element): Now removes first occurrence of element (was: remove by index)
- All methods now have docstrings documenting behavior
Note on z_index sorting: The collections are sorted by z_index before each
render. Using index-based operations (pop, insert) with non-default z_index
values may produce unexpected results. Use name-based .find() for stable
element access when z_index sorting is in use.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implements name-based search for UI elements and entities:
- Exact match returns single element or None
- Wildcard patterns (prefix*, *suffix, *contains*) return list
- Recursive search for nested Frame children (UICollection only)
API:
ui.find("player_frame") # exact match
ui.find("enemy*") # starts with
ui.find("*_button", recursive=True) # recursive search
grid.entities.find("*goblin*") # entity search
Closes#41, closes#40🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Grid now supports a `children` collection for arbitrary UIDrawable elements
(speech bubbles, effects, highlights, path visualization, etc.) that
automatically transform with the grid's camera (pan/zoom).
Key features:
- Children positioned in grid-world pixel coordinates
- Render after entities, before FOV overlay (proper z-ordering)
- Sorted by z_index, culled when outside visible region
- Click detection transforms through grid camera
- Automatically clipped to grid boundaries via RenderTexture
Python API:
grid.children.append(caption) # Speech bubble follows grid camera
grid.children.append(circle) # Highlight indicator
Closes#132🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Fixes critical issue discovered in code review where PyDrawable property
docstrings were being overridden by child classes, making enhanced documentation
invisible to users.
Updated files:
- src/UIBase.h: UIDRAWABLE_GETSETTERS macro (visible, opacity)
- src/UIFrame.cpp: click and z_index properties
- src/UISprite.cpp: click and z_index properties
- src/UICaption.cpp: click and z_index properties
- src/UIGrid.cpp: click and z_index properties
All four UI class hierarchies (Frame, Sprite, Caption, Grid) now expose
consistent, enhanced property documentation to Python users.
Verification:
- tools/test_child_class_docstrings.py: All 16 property tests pass
- All 4 properties (click, z_index, visible, opacity) match across all 4 classes
Related: #92 (Inline C++ documentation system)
Previously, EntityCollection.remove() required an integer index, which was
inconsistent with Python's list.remove(item) behavior and the broader
Python ecosystem conventions.
Changes:
- remove() now accepts Entity object directly instead of index
- Searches collection by comparing C++ shared_ptr identity
- Raises ValueError if entity not found in collection
- More Pythonic API matching Python's list.remove() semantics
This aligns with Issue #73 and improves API consistency across the
collection system.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major improvements to the Field of View (FOV) system:
1. Added thread safety with mutex protection
- Added mutable std::mutex fov_mutex to UIGrid class
- Protected computeFOV() and isInFOV() with lock_guard
- Minimal overhead for current single-threaded operation
- Ready for future multi-threading requirements
2. Enhanced compute_fov() API to return visible cells
- Changed return type from void to List[Tuple[int, int, bool, bool]]
- Returns (x, y, visible, discovered) for all visible cells
- Maintains backward compatibility by still updating internal FOV state
- Allows FOV queries without affecting entity states
3. Fixed Part 4 tutorial visibility rendering
- Added required entity.update_visibility() calls after compute_fov()
- Fixed black grid issue in perspective rendering
- Updated hallway generation to use L-shaped corridors
The architecture now properly separates concerns while maintaining
performance and preparing for future enhancements. Each entity can
have independent FOV calculations without race conditions.
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major refactor of the perspective system to use entity references instead of indices:
- Replaced `int perspective` with `std::weak_ptr<UIEntity> perspective_entity`
- Added `bool perspective_enabled` flag for explicit control
- Direct entity assignment: `grid.perspective = player`
- Automatic cleanup when entity is destroyed (weak_ptr becomes invalid)
- No issues with collection reordering or entity removal
- PythonObjectCache integration preserves Python derived classes
API changes:
- Old: `grid.perspective = 0` (index), `-1` for omniscient
- New: `grid.perspective = entity` (object), `None` to clear
- New: `grid.perspective_enabled` controls rendering mode
Three rendering states:
1. `perspective_enabled = False`: Omniscient view (default)
2. `perspective_enabled = True` with valid entity: Entity's FOV
3. `perspective_enabled = True` with invalid entity: All black
Also includes:
- Part 3: Procedural dungeon generation with libtcod.line()
- Part 4: Field of view with entity perspective switching
🤖 Generated with [Claude Code](https://claude.ai/code)
Co-Authored-By: Claude <noreply@anthropic.com>